Galaxy Support in CG next thing you want to see (July)
-
- Vorticon Elite
- Posts: 1246
- Joined: Wed Dec 31, 2008 14:44
- Location: Frankfurt - Germany
- Contact:
Galaxy Support in CG next thing you want to see (July)
Hello guys,
I was looking at the code and thinking a lot about in what to do next.
Now I'm going to leave that decision to you now.
So here are my options I can implement now. Vote for one, and the most voted will be the feature I am going to implement next. And don't worry, the other features will also come. It's only a matter of priorities.
Btw. Animates Tiles already work in the level-viewer, so no need for voting that.
Also for those who don't know what's going on, check out this video:
http://www.youtube.com/watch?v=xf7MQJOuA28
I was looking at the code and thinking a lot about in what to do next.
Now I'm going to leave that decision to you now.
So here are my options I can implement now. Vote for one, and the most voted will be the feature I am going to implement next. And don't worry, the other features will also come. It's only a matter of priorities.
Btw. Animates Tiles already work in the level-viewer, so no need for voting that.
Also for those who don't know what's going on, check out this video:
http://www.youtube.com/watch?v=xf7MQJOuA28
Having fun developing stuff...
- Commander Spleen
- Lord of the Foobs
- Posts: 2384
- Joined: Wed Oct 31, 2007 22:54
- Location: Border Village
- Contact:
Dunno if it helps since it is written in BlitzMax and not in C, but here's my code for PaddleWar that's used in KEENGINE:pizza2004 wrote:Also, speaking of Paddle War, has anyone reverse engineered that part of the code or do I need to find a pong example online to work backwards from?
Code: Select all
Method MenuLoop()
Const BallSpeed#=1.0
Local BallVX#=BallSpeed, BallVY#=BallSpeed
Local BallXF#=(FieldW-BallWidth)/2.0, BallYF#=(FieldH-BallWidth)/2.0
KeenX = (FieldW-PaddleWidth)/2
CompX = KeenX
KeenScore=0
CompScore=0
WaitTime=60
Repeat
BallX = BallXF
BallY = BallYF
Draw()
If Cheat
'Draw Ball's Path:
Local BX# = BallXF, BY# = BallYF, VX#=BallVX, VY#=BallVY
Local X:Int=BX
Repeat
X=BX
BX :+ VX
BY :+ VY
'Bounce off walls:
If X < 0
BX = 0
VX = -VX
ElseIf X > FieldW-BallWidth
BX = FieldW-BallWidth
VX = -VX
EndIf
Rend.DrawImg(Ball, FieldX+BX, FieldY+BY)
Until BY <= 7 Or BY >= FieldH-12 Or WaitTime <> 0
EndIf
Rend.Refresh()
If KeyHit(KEY_ESCAPE)
Exit
ElseIf KeyHit(KEY_F1)
Parent.HelpMenu.MenuLoop()
Draw()
EndIf
If KeyDown(KEY_LEFT) Then KeenX :- 2
If KeyDown(KEY_RIGHT) Then KeenX :+ 2
If KeyHit(KEY_C) And Consts.MINICHEATS Then Cheat = Not Cheat
If WaitTime = 0
If BallY <= 0 Or BallY >= FieldH-BallWidth
WaitTime = 60
If BallY < FieldH/2
KeenScore :+ 1
Parent.Snd.PlaySnd(ScoreKeenSnd)
Else
Parent.Snd.PlaySnd(ScoreCompSnd)
CompScore :+ 1
EndIf
If KeenScore = 21 Or CompScore = 21
ShowEnd(KeenScore-CompScore)
Exit
EndIf
Else
EndIf
BallXF :+ BallVX
BallYF :+ BallVY
'Bounce off walls:
If BallX < 0
BallXF = 0
BallVX = -BallVX
Parent.Snd.PlaySnd(WallSnd)
ElseIf BallX > FieldW-BallWidth
BallXF = FieldW-BallWidth
BallVX = -BallVX
Parent.Snd.PlaySnd(WallSnd)
EndIf
'Bounce off Paddles:
If BallY < 8 And BallY > 6
If CompX-BallX > -PaddleWidth And CompX-BallX < BallWidth
BallVX = ((CompX-BallX)+BallWidth)/-5.0
BallVY = BallSpeed
EndIf
ElseIf BallY+BallWidth >= FieldH-8 And BallY+BallWidth <= FieldH-6
If KeenX-BallX > -PaddleWidth And KeenX-BallX < BallWidth
BallVX = ((KeenX-BallX)+BallWidth)/-5.0
BallVY = -BallSpeed
Parent.Snd.PlaySnd(PaddleSnd)
EndIf
EndIf
Else
WaitTime :- 1
If WaitTime = 0
BallXF = Rand(40, FieldW-40)
BallYF = FieldH/2
BallVX = Rand(-10, 10)/8.0
EndIf
EndIf
'"KI"-Spielzug:
If CompX-BallX <= -(PaddleWidth-2) And WaitTime = 0 Then CompX :+ 1
If CompX-BallX >= (BallWidth-2) And WaitTime = 0 Then CompX :- 1
'Paddles im Feld halten:
If KeenX < 0 Then KeenX = 0
If KeenX > FieldW-PaddleWidth Then KeenX = FieldW-PaddleWidth
If CompX < 0 Then CompX = 0
If CompX > FieldW-PaddleWidth Then CompX = FieldW-PaddleWidth
Forever
FlushKeys()
EndMethod
Hail to the K1n9, baby!
http://k1n9duk3.shikadi.net
http://k1n9duk3.shikadi.net
Paddlewars in Keen is very different from ther Pong variations, if you look in detail at the ball behaviour. Please make the CG Paddlewars identical to the original, rather than just a generic Pong game. Paddlewars has always been my favourite variotion of Pong because of the way it responds and the general feel of the game. I don't want that to be lost in the changeover.
Cereal Board!
(Cereal wiki has sadly died)Deltamatic wrote:Prepositions are things I end sentences with.
We will of course do our best to make it as close to the original as possible. However, we don't have the source code for the original, so making it identical would be difficult.DHeadshot wrote:Paddlewars in Keen is very different from ther Pong variations, if you look in detail at the ball behaviour. Please make the CG Paddlewars identical to the original, rather than just a generic Pong game. Paddlewars has always been my favourite variotion of Pong because of the way it responds and the general feel of the game. I don't want that to be lost in the changeover.
I just need a base code to work from, I don't plan on making this generic.
It is hard to say for certain, but I personally think that having the source code would make our job a lot easier, and the physics more accurate. However, I don't believe Gerhard agrees with me.wiivn wrote:If you don't have the source code, then why were you (or getstrong) saying that with it, it will be much harder, pointless or it won't make difference?
Paddle Wars is a different story however, as it would be a completely separate piece of code, and would only need to be initialized to work, so having the original source code for Paddle Wars would make things much easier.
Tough question, but I would assume it is possible, we would just have to make it look intentionally choppy right?Genius314 wrote:Is it possible to have paddle war use the same low framerate that the original games did? It'd help make it look more convincing, and plus it'd make sense, being on Keen's wrist-computer and all.